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Added Element.OnStyleInit event

This commit is contained in:
Ell 2022-01-22 23:05:29 +01:00
parent dbf370c968
commit faa400c4e6
3 changed files with 20 additions and 0 deletions

View file

@ -22,6 +22,9 @@ Fixes
- Fixed StaticSpriteBatch handling rotated sprites incorrectly
### MLEM.Ui
Additions
- Added Element.OnStyleInit event
Improvements
- Allow for checkboxes and radio buttons to be disabled
- Only set a paragraph's area dirty when a text change would cause it to change size

View file

@ -342,6 +342,10 @@ namespace MLEM.Ui.Elements {
/// </summary>
public GenericCallback OnAreaUpdated;
/// <summary>
/// Event that is called when this element's <see cref="InitStyle"/> method is called while setting the <see cref="Style"/>.
/// </summary>
public GenericCallback OnStyleInit;
/// <summary>
/// Event that is called when the element that is currently being moused changes within the ui system.
/// Note that the event fired doesn't necessarily correlate to this specific element.
/// </summary>
@ -1058,6 +1062,8 @@ namespace MLEM.Ui.Elements {
this.SelectionIndicator = this.SelectionIndicator.OrStyle(style.SelectionIndicator);
this.ActionSound = this.ActionSound.OrStyle(style.ActionSound);
this.SecondActionSound = this.SecondActionSound.OrStyle(style.ActionSound);
this.System.InvokeOnElementStyleInit(this);
}
/// <summary>

View file

@ -153,6 +153,10 @@ namespace MLEM.Ui {
/// </summary>
public event Element.GenericCallback OnElementAreaUpdated;
/// <summary>
/// Event that is called when an <see cref="Element"/>'s <see cref="Element.InitStyle"/> method is called while setting its <see cref="Element.Style"/>.
/// </summary>
public event Element.GenericCallback OnElementStyleInit;
/// <summary>
/// Event that is invoked when the <see cref="Element"/> that the mouse is currently over changes
/// </summary>
public event Element.GenericCallback OnMousedElementChanged;
@ -190,6 +194,7 @@ namespace MLEM.Ui {
public UiSystem(Game game, UiStyle style, InputHandler inputHandler = null, bool automaticViewport = true) : base(game) {
this.Controls = new UiControls(this, inputHandler);
this.style = style;
this.OnElementDrawn += (e, time, batch, alpha) => e.OnDrawn?.Invoke(e, time, batch, alpha);
this.OnElementUpdated += (e, time) => e.OnUpdated?.Invoke(e, time);
this.OnElementPressed += e => e.OnPressed?.Invoke(e);
@ -201,6 +206,7 @@ namespace MLEM.Ui {
this.OnElementTouchEnter += e => e.OnTouchEnter?.Invoke(e);
this.OnElementTouchExit += e => e.OnTouchExit?.Invoke(e);
this.OnElementAreaUpdated += e => e.OnAreaUpdated?.Invoke(e);
this.OnElementStyleInit += e => e.OnStyleInit?.Invoke(e);
this.OnMousedElementChanged += e => this.ApplyToAll(t => t.OnMousedElementChanged?.Invoke(t, e));
this.OnTouchedElementChanged += e => this.ApplyToAll(t => t.OnTouchedElementChanged?.Invoke(t, e));
this.OnSelectedElementChanged += e => this.ApplyToAll(t => t.OnSelectedElementChanged?.Invoke(t, e));
@ -216,6 +222,7 @@ namespace MLEM.Ui {
if (e.OnSecondaryPressed != null)
e.SecondActionSound.Value?.Play();
};
MlemPlatform.Current?.AddTextInputListener(game.Window, (sender, key, character) => this.ApplyToAll(e => e.OnTextInput?.Invoke(e, key, character)));
if (automaticViewport) {
@ -396,6 +403,10 @@ namespace MLEM.Ui {
this.OnElementAreaUpdated?.Invoke(element);
}
internal void InvokeOnElementStyleInit(Element element) {
this.OnElementStyleInit?.Invoke(element);
}
internal void InvokeOnElementPressed(Element element) {
this.OnElementPressed?.Invoke(element);
}